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''Gun Frontier'' (known as ''Gun & Frontier'' in some rereleases) is an [[UsefulNotes/ArcadeGame arcade]] VerticalScrollingShooter released by Creator/{{Taito}} in 1990, which would later receive a UsefulNotes/SegaSaturn port in 1997, as well as ports for UsefulNotes/PlayStation4 and UsefulNotes/NintendoSwitch as part of Hamster's ''Arcade Archives'' series in 2022.
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''Gun Frontier'' (known as ''Gun & Frontier'' in some rereleases) is an [[UsefulNotes/ArcadeGame arcade]] VerticalScrollingShooter released by Creator/{{Taito}} in 1990, which would later receive a UsefulNotes/SegaSaturn Platform/SegaSaturn port in 1997, as well as ports for UsefulNotes/PlayStation4 Platform/PlayStation4 and UsefulNotes/NintendoSwitch Platform/NintendoSwitch as part of Hamster's ''Arcade Archives'' series in 2022.
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''Gun Frontier'' is an [[UsefulNotes/ArcadeGame arcade]] VerticalScrollingShooter released by Creator/{{Taito}} in 1990, which would later receive a UsefulNotes/SegaSaturn port in 1997, as well as ports for UsefulNotes/PlayStation4 and UsefulNotes/NintendoSwitch as part of Hamster's ''Arcade Archives'' series in 2022.
to:
''Gun Frontier'' (known as ''Gun & Frontier'' in some rereleases) is an [[UsefulNotes/ArcadeGame arcade]] VerticalScrollingShooter released by Creator/{{Taito}} in 1990, which would later receive a UsefulNotes/SegaSaturn port in 1997, as well as ports for UsefulNotes/PlayStation4 and UsefulNotes/NintendoSwitch as part of Hamster's ''Arcade Archives'' series in 2022.
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* AntiFrustrationFeatures: Normally, ''Arcade Archives'' releases only have 15 Hz and 30 Hz autofire options. However, the ''ACA'' release of this game specifically has a 6.6 Hz autofire designed to avoid increasing the game [[DynamicDifficulty rank]].
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* AntiFrustrationFeatures: Normally, ''Arcade Archives'' releases only have 15 Hz and 30 Hz autofire options. However, the ''ACA'' release of this game specifically has a 6.6 Hz autofire as well designed to avoid increasing the game [[DynamicDifficulty rank]].
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* AntiFrustrationFeatures: Normally, ''Arcade Archives'' releases only have 15 Hz and 30 Hz autofire options. However, the ''ACA'' release of this game specifically has a 6.6 Hz autofire designed to avoid increasing the game [[DynamicDifficulty rank]].
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* BadEnding[=/=]ItsAWonderfulFailure: Die against the final boss, and you will be told "Gloria has been closed into the evil dark world..."
* ItsAWonderfulFailure: Die against the final boss, and you will be told "Gloria has been closed into the evil dark world..."
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* SpaceWestern: The main theme of ''Gun Frontier''.
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* SpaceWestern: The main theme of ''Gun Frontier''. The game justifies the technological gap between sci-fi weapons and wild west setting by explaining that its expensive cost on terraforming compromised the development of the civilian infrastructure.
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''Gun Frontier'' is an [[UsefulNotes/ArcadeGame arcade]] VerticalScrollingShooter released by Creator/{{Taito}} in 1990, which would later receive a UsefulNotes/SegaSaturn port in 1997.
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''Gun Frontier'' is an [[UsefulNotes/ArcadeGame arcade]] VerticalScrollingShooter released by Creator/{{Taito}} in 1990, which would later receive a UsefulNotes/SegaSaturn port in 1997.
1997, as well as ports for UsefulNotes/PlayStation4 and UsefulNotes/NintendoSwitch as part of Hamster's ''Arcade Archives'' series in 2022.
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* SmartBomb: You have to scavenge 20 pieces of gold to get a full bomb, but you can use bombs that are only partially refilled for a lesser effect. There's a lengthy delay before the bomb actually cancels enemy attacks, similar to ''VideoGame/{{Raiden}}'', and you can aim the bomb (the bombs will travel in the opposite way you're moving). Dying doesn't cause you to lose bombs, but rather cruelly, it doesn't refill your bombs either. The bomb system is a direct inspiration for Raizing's later games such as ''VideoGame/BattleGaregga'' (1996).
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* SmartBomb: You have to scavenge 20 pieces of gold to get a full bomb, but you can use bombs that are only partially refilled for a lesser effect. There's a lengthy delay before the bomb actually cancels enemy attacks, similar to ''VideoGame/{{Raiden}}'', and you can aim the bomb (the bombs will travel in the opposite way you're moving). Dying doesn't cause you to lose bombs, so you can hoard a large stock even across multiple deaths, but rather cruelly, it doesn't refill your if you're low on bombs either.and die your bomb meter's only refilled to 1/2 a bomb or so. The bomb system is a direct inspiration for Raizing's later games such as ''VideoGame/BattleGaregga'' (1996).
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* SmartBomb: You have to scavenge 20 pieces of gold to get a full bomb, but you can use bombs that are only partially refilled for a lesser effect. There's a lengthy delay before the bomb actually cancels enemy attacks, similar to ''VideoGame/RaiDen'', and you can aim the bomb (the bombs will travel in the opposite way you're moving). Dying doesn't cause you to lose bombs, but rather cruelly, it doesn't refill your bombs either. The bomb system is a direct inspiration for Raizing's later games such as ''VideoGame/BattleGaregga'' (1996).
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* SmartBomb: You have to scavenge 20 pieces of gold to get a full bomb, but you can use bombs that are only partially refilled for a lesser effect. There's a lengthy delay before the bomb actually cancels enemy attacks, similar to ''VideoGame/RaiDen'', ''VideoGame/{{Raiden}}'', and you can aim the bomb (the bombs will travel in the opposite way you're moving). Dying doesn't cause you to lose bombs, but rather cruelly, it doesn't refill your bombs either. The bomb system is a direct inspiration for Raizing's later games such as ''VideoGame/BattleGaregga'' (1996).
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* SmartBomb: You have to scavenge 20 pieces of gold to get a full bomb, but you can use bombs that are only partially refilled for a lesser effect. There's a lengthy delay before the bomb actually cancels enemy attacks, similar to ''VideoGame/Raiden'', and you can aim the bomb (the bombs will travel in the opposite way you're moving). Dying doesn't cause you to lose bombs, but rather cruelly, it doesn't refill your bombs either. The bomb system is a direct inspiration for Raizing's later games such as ''VideoGame/BattleGaregga'' (1996).
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* SmartBomb: You have to scavenge 20 pieces of gold to get a full bomb, but you can use bombs that are only partially refilled for a lesser effect. There's a lengthy delay before the bomb actually cancels enemy attacks, similar to ''VideoGame/Raiden'', ''VideoGame/RaiDen'', and you can aim the bomb (the bombs will travel in the opposite way you're moving). Dying doesn't cause you to lose bombs, but rather cruelly, it doesn't refill your bombs either. The bomb system is a direct inspiration for Raizing's later games such as ''VideoGame/BattleGaregga'' (1996).
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"Kind" is not a word that is in Gun Frontier's vocabulary. However, almost all serious playthroughs use autofire, particularly for big targets, and rank is manageable when maxed out.
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* DynamicDifficulty: ''Gun Frontier'' employs an anti-autofire mechanism where the difficulty will max out by the second stage if the player is sustaining too fast of a fire rate.
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* DynamicDifficulty: ''Gun Frontier'' employs an anti-autofire mechanism rank system where the difficulty will max out by the second stage if the player is sustaining too fast of a fire rate.rate. However, the difficulty is manageable even at max rank.
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* NintendoHard: ''Gun Frontier'' is definitely not for novice players as the game holds nothing back when it comes to both its anti-autofire mechanism and ruthless enemies.
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* NintendoHard: ''Gun Frontier'' is definitely not rather difficult for novice players as a variety of reasons. Your extremely slow movement speed (compared to other shoot 'em ups) is a significant part of the game holds nothing back difficulty, but there's also the bombs which are slow to deploy, and the relatively tricky enemies that tend to fly low and shoot when it comes to both its anti-autofire mechanism and ruthless enemies.they're near you.
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* SmartBomb: Par for the course in a scrolling shooter, but ''Gun Frontier'''s works a little differently from the other games of the time: you have to scavange 20 pieces of gold bar to actually get one, but the game is kind enough to let you keep some of them after getting killed. It's similar to the one found in ''VideoGame/BattleGaregga'' (1996).
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* SmartBomb: Par for the course in a scrolling shooter, but ''Gun Frontier'''s works a little differently from the other games of the time: you You have to scavange scavenge 20 pieces of gold bar to get a full bomb, but you can use bombs that are only partially refilled for a lesser effect. There's a lengthy delay before the bomb actually get one, but the game is kind enough to let you keep some of them after getting killed. It's cancels enemy attacks, similar to ''VideoGame/Raiden'', and you can aim the one found bomb (the bombs will travel in the opposite way you're moving). Dying doesn't cause you to lose bombs, but rather cruelly, it doesn't refill your bombs either. The bomb system is a direct inspiration for Raizing's later games such as ''VideoGame/BattleGaregga'' (1996).
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Despite the name, this is unrelated to the ''Anime/{{Leijiverse}}'' anime of the same name.
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There was a 1991 "sequel", ''VideoGame/MetalBlack'', which was created by the same developers (it's referred to as ''Project Gun Frontier 2'' in its credits) but has little connection to this game in any way. Despite the name, this is unrelated to the ''Anime/{{Leijiverse}}'' anime of the same name.
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* SmartBomb: Par for the course in a scrolling shooter, but ''Gun Frontier'''s works a little differently from the other games of the time: you have to scavange 20 pieces of gold bar to actually get one, but the game is kind enough to let you keep some of them after getting killed. It's similar to the one found in ''VideoGame/BattleGaregga'' (1996).
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Fixing and Adding
* DramaticThunder: Occurs during the final boss battle.
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* ShowdownAtHighNoon: The final boss battle has you engaging in a quick draw against the final boss (presumably the leader of the Wild Lizards). You can only shoot it when its shields are down when it stops to fire.
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* ShowdownAtHighNoon: The final boss battle has you engaging in a quick draw QuickDraw shoot-out against the final boss a [[EvilKnockoff gold-silver revolver-shaped fighter plane]] (presumably being piloted by the leader of the Wild Lizards). You can only shoot it when its shields are down when it stops to fire.
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* TimeLimitBoss: Take too long to defeat the final boss, it'll automatically kill you with its rotating shield.
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* TimeLimitBoss: Take too long to defeat the final boss, it'll automatically kill you with its rotating shield.shields.
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* TimeLimitBoss: Take too long to defeat the final boss, it'll automatically kill you with its rotating shield.
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Fixing and Adding
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''Gun Frontier'' is an [[UsefulNotes/ArcadeGame arcade]] VerticalScrollingShooter released by Creator/{{Taito}} in 1990.
The year is A.D. 2120 and mankind has reached far beyond the reaches of the Milky Way galaxy, colonizing several planets. One such planet is the Earth-like planet of Gloria, which happened to harness a large amount of gold. This discovery would later be pivotal in the immigration towards Gloria, but due to the expensive cost of reaching Gloria, life on the planet was similar to that of TheWildWest. Gold trading aided the people of Gloria in advancing technology and knowledge to the point that inventors and engineers lived among the immigrants. However, the Glorians weren't the only ones tempted by the abundance of gold on the planet, as a dangerous gang of alien outlaws and space pirates called the Wild Lizards invaded the planet, destroying many towns and capturing survivors. Now, it's up to two pilots to take control of two revolver-shaped fighter planes and drive the Wild Lizards out of the planet.
The year is A.D. 2120 and mankind has reached far beyond the reaches of the Milky Way galaxy, colonizing several planets. One such planet is the Earth-like planet of Gloria, which happened to harness a large amount of gold. This discovery would later be pivotal in the immigration towards Gloria, but due to the expensive cost of reaching Gloria, life on the planet was similar to that of TheWildWest. Gold trading aided the people of Gloria in advancing technology and knowledge to the point that inventors and engineers lived among the immigrants. However, the Glorians weren't the only ones tempted by the abundance of gold on the planet, as a dangerous gang of alien outlaws and space pirates called the Wild Lizards invaded the planet, destroying many towns and capturing survivors. Now, it's up to two pilots to take control of two revolver-shaped fighter planes and drive the Wild Lizards out of the planet.
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''Gun Frontier'' is an [[UsefulNotes/ArcadeGame arcade]] VerticalScrollingShooter released by Creator/{{Taito}} in 1990.
1990, which would later receive a UsefulNotes/SegaSaturn port in 1997.
The year is A.D. 2120 and mankind has reached far beyond the reaches of the Milky Way galaxy, colonizing several planets. One such planet is the Earth-like planet of Gloria, which happened to harness [[GoldFever a large amount ofgold.gold]]. This discovery would later be pivotal in the immigration towards Gloria, but due to the expensive cost of reaching Gloria, life on the planet was similar to that of TheWildWest. Gold trading aided the people of Gloria in advancing technology and knowledge to the point that inventors and engineers lived among the immigrants. However, the Glorians weren't the only ones tempted by the abundance of gold on the planet, as a dangerous gang of [[{{Outlaw}} alien outlaws outlaws]] and [[SpacePirates space pirates pirates]] called the Wild Lizards had invaded the planet, destroying many towns and towns, capturing survivors. survivors, and enslaving the inhabitants for the sole purpose of gold extraction. Now, it's up to two pilots to take control of two revolver-shaped fighter planes and drive the Wild Lizards out of off the planet.
planet while saving the inhabitants in the process.
The year is A.D. 2120 and mankind has reached far beyond the reaches of the Milky Way galaxy, colonizing several planets. One such planet is the Earth-like planet of Gloria, which happened to harness [[GoldFever a large amount of
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* ItsAWonderfulFailure: Die against the final boss, and you will be told "Gloria has been closed into the evil dark world..."
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* ItsAWonderfulFailure: BadEnding[=/=]ItsAWonderfulFailure: Die against the final boss, and you will be told "Gloria has been closed into the evil dark world...""
* TheCameo: One of the protagonists from ''Don Doko Don'' (another Taito video game) can randomly appear in a movie projection screen halfway through Stage 4.
* DynamicDifficulty: ''Gun Frontier'' employs an anti-autofire mechanism where the difficulty will max out by the second stage if the player is sustaining too fast of a fire rate.
* TheCameo: One of the protagonists from ''Don Doko Don'' (another Taito video game) can randomly appear in a movie projection screen halfway through Stage 4.
* DynamicDifficulty: ''Gun Frontier'' employs an anti-autofire mechanism where the difficulty will max out by the second stage if the player is sustaining too fast of a fire rate.
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* NintendoHard
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* NintendoHardNintendoHard: ''Gun Frontier'' is definitely not for novice players as the game holds nothing back when it comes to both its anti-autofire mechanism and ruthless enemies.
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* ShowdownAtHighNoon: The final boss battle has you engaging in a quick draw against the boss. You can only shoot it when its shields are down when it stops to fire.
* SpaceWestern
* TraintopBattle: The Stage 5 boss consists of a massive train.
* SpaceWestern
* TraintopBattle: The Stage 5 boss consists of a massive train.
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* ShowdownAtHighNoon: The final boss battle has you engaging in a quick draw against the boss.final boss (presumably the leader of the Wild Lizards). You can only shoot it when its shields are down when it stops to fire.
*SpaceWestern
SpaceWestern: The main theme of ''Gun Frontier''.
* TraintopBattle: The Stage 5 boss consists of a massivetrain.train that must be destroyed piece by piece.
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*
* TraintopBattle: The Stage 5 boss consists of a massive
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* KaizoTrap: Just when you think you've defeated the Stage 5 boss, it'll try one last attack by releasing bombs that explode into bullets.
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* SpaceWestern
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* SpaceWesternSpaceWestern
* TraintopBattle: The Stage 5 boss consists of a massive train.
* TraintopBattle: The Stage 5 boss consists of a massive train.
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* ItsAWonderfulFailure: Die against the final boss, and you will be told "Gloria has been closed into the evil dark world..."
* NintendoHard
* PointOfNoContinues: You can't continue against the final boss.
* ShowdownAtHighNoon: The final boss battle has you engaging in a quick draw against the boss. You can only shoot it when its shields are down when it stops to fire.
* NintendoHard
* PointOfNoContinues: You can't continue against the final boss.
* ShowdownAtHighNoon: The final boss battle has you engaging in a quick draw against the boss. You can only shoot it when its shields are down when it stops to fire.
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!!This game provides examples of:
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!!This game provides examples of:of:
* SpaceWestern
* SpaceWestern
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/42751_front.jpg]]
%%[[caption-width-right:350:some caption text]]
''Gun Frontier'' is an [[UsefulNotes/ArcadeGame arcade]] VerticalScrollingShooter released by Creator/{{Taito}} in 1990.
The year is A.D. 2120 and mankind has reached far beyond the reaches of the Milky Way galaxy, colonizing several planets. One such planet is the Earth-like planet of Gloria, which happened to harness a large amount of gold. This discovery would later be pivotal in the immigration towards Gloria, but due to the expensive cost of reaching Gloria, life on the planet was similar to that of TheWildWest. Gold trading aided the people of Gloria in advancing technology and knowledge to the point that inventors and engineers lived among the immigrants. However, the Glorians weren't the only ones tempted by the abundance of gold on the planet, as a dangerous gang of alien outlaws and space pirates called the Wild Lizards invaded the planet, destroying many towns and capturing survivors. Now, it's up to two pilots to take control of two revolver-shaped fighter planes and drive the Wild Lizards out of the planet.
Despite the name, this is unrelated to the ''Anime/{{Leijiverse}}'' anime of the same name.
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!!This game provides examples of:
%%[[caption-width-right:350:some caption text]]
''Gun Frontier'' is an [[UsefulNotes/ArcadeGame arcade]] VerticalScrollingShooter released by Creator/{{Taito}} in 1990.
The year is A.D. 2120 and mankind has reached far beyond the reaches of the Milky Way galaxy, colonizing several planets. One such planet is the Earth-like planet of Gloria, which happened to harness a large amount of gold. This discovery would later be pivotal in the immigration towards Gloria, but due to the expensive cost of reaching Gloria, life on the planet was similar to that of TheWildWest. Gold trading aided the people of Gloria in advancing technology and knowledge to the point that inventors and engineers lived among the immigrants. However, the Glorians weren't the only ones tempted by the abundance of gold on the planet, as a dangerous gang of alien outlaws and space pirates called the Wild Lizards invaded the planet, destroying many towns and capturing survivors. Now, it's up to two pilots to take control of two revolver-shaped fighter planes and drive the Wild Lizards out of the planet.
Despite the name, this is unrelated to the ''Anime/{{Leijiverse}}'' anime of the same name.
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!!This game provides examples of: